Field Spell Cards are seeing more tournament play as they become the key engine in popular theme decks, namely Dragunity, Gravekeepers and Dark World.

However, the years without Field Spell cards in tournament play has caused most of the players to be unfamiliar with their actual mechanics. This article will reintroduce the mechanics of Field Spell cards, with much more depth than the rulebook.

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Basics

Field Spell CardsThese cards are placed in the Field Card Zone and remain on the field after they are activated. There can only be 1 face-up Field Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the previous active Field Spell Card is destroyed automatically.These cards may be placed facedown in the Field Card Zone, but are not active until flipped face-up.

Source: Official Rulebook Version 7.0, Page 21

Field Spell Cards are one of the six different type of spell cards. They can only be played and set in the Field Card Zone, during Main Phase 1 and 2. They cannot be set in the Spell/Trap Zone. Only one Field Spell Card can be face-up at a time.

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Resolving a Field Spell CardField Spell cards are very similar to Continuous Spell cards. The activation or the effect of a field card will resolve with effect only when the Field Spell Card is still on the field during resolution.

For example, “The Gates of Dark World” is active on Player A’s field. Player A activates the effect of “The Gates of Dark World” banishing a fiend from his graveyard as the cost. Player B responses with a “Mystical Space Typhoon”, targeting “The Gates of Dark World”.

Chain 1: The Gates of Dark WorldChain 2: Mystical Space Typhoon

Resolving the chain, “Mystical Space Typhoon” will destroy “The Gates of Dark World”. When “The Gates of Dark World” attempts to resolve, since it is no longer on the field, it will resolve with no effect – Player A do not get to discard 1 Fiend-Type monster, then draw 1 card.

Opponent activates a Field Spell while your Field Spell is active, after that effect resolves, yours is destroyed.As this is a destruction rule, it cannot be prevented by destruction resistance from the card effect of “Magic Reflector”.When the activation of a new Field Spell is negated by “Dark Bribe”, the destruction rule is not applied.Also, the same applies when the new Field Spell is destroyed by “Mystical Space Typhoon” before its resolution.

Source: フィールド魔法 -遊戯王カードWiki

For example, “The Gates of Dark World” is active on Player A’s field. Player B activates “Necrovalley”. Player A responses with “Mystical Space Typhoon”.

Chain 1: NecrovalleyChain 2: Mystical Space Typhoon

Resolving the chain, “Mystical Space Typhoon” will destroy “Necrovalley”. As “Necrovalley” is no longer on the field during resolution, it resolves without effect. Hence, “The Gates of Dark World” is not destroyed.

On a related note, if your opponent has a Field Spell Card active on the field, setting a Field Spell Card will not destroy his Field. The rule of only one face-up Field Spell Card is not violated, hence the destruction rule is not applied. Both Field Spell Cards will remain on the field, in the respective player’s own Field Card Zone.

Take note when you activate a Field Spell Card while you have a face-up or set Field Spell Card.At that moment, before the activation of the new Field Spell is resolved, the old Field Spell will be destroyed first by the rule.Therefore, if the new Field Spell is negated, or destroyed before resolution, the old one is already gone.

Source: フィールド魔法 -遊戯王カードWiki

For example, “The Gates of Dark World” is active on Player A’s field. Player A activates “The Gates of Dark World” (at this moment, the old “The Gates of Dark World” is immediately destroyed). Player B responses with “Dark Bribe”.

Chain 1: The Gates of Dark WorldChain 2: Dark Bribe

Resolving the chain, “The Gates of Dark World” is negated and Player A draws a card.

As each player only have 1 Field Card Zone, the activation or setting of a new Field Spell Card will cause the old Field Spell Card to be destroyed immediately. This is different from replacing your opponent’s Field Spell Card.

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Effects of Field Spell CardsAs most Field Spell Cards affects both players, most players automatically assumes that the effect of Field Spell Cards can be activated by both players. This is incorrect. Unless the Field Spell Card states that both/either player may activate its effect, then only the controller can activate its effect.

Examples of Field Spell Cards that can be activated by both players:

Fusion Gate

Mausoleum of the Emperor

Pandemonium

Examples of Field Spell Cards that can only be activated by the controller:

Black Garden (last effect)

Dragon Ravine

The Gates of Dark World

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ConclusionWhen Player A‘s Field Spell Card #1 is face-up on the field, and

Player A activates Field Spell Card #2-> Field Spell Card #1 is destroyed.

Player A sets Field Spell Card #2-> Field Spell Card #1 is destroyed.

Player B activates Field Spell Card #2-> Field Spell Card #2 resolves, Field Spell Card #1 is destroyed.-> Field Spell Card #2 is negated or destroyed before resolution, Field Spell Card #1 is not destroyed.

Player B sets Field Spell Card #2-> Field Spell Card #1 is not destroyed.

With the knowledge of the mechanic mentioned above, you should be able to deduce whether Geartown will or will not miss the timing when replaced by another Field Spell Card.